Combat Medic Archive
Thread: TEF'ed to be or not to be..
every time you enter combat, the queue will default to normal attacks unless you put specials into the queue. also, every time a move on the queue gets executed and there is no special lined up next, the queue will add the next normal attack by itself. healing commands do go into the queue but are not treated as special moves and thus do not prevent the system to add a default attack after a special. this system-generated default attackwill take place before the heal.
let me explain this with an example:
Joe-Bob engages Magi-Healer by spamming the BodyShot1 hotbutton, lining up 5 BS1 in his queue. Magic-Healer gets hit by the first BS1 and since he did not hit any specials yet, will imediatly retaliate with a normal attack. Magic-Healer now hits his hotkey for Surpressionfire1 to knock his opponent down and get away from him and pushs the healself hotbutton next to stay alive. Joe-Bob will continue with Bodyshot1 till his queue is empty. Magic-Healer will next execute a Surpressionfire1. Since there is no Special Combat Move in the queue, the system automaticly adds a default attack after the Surpressionfire1. the Healing will take place after the normal attack because it did not prevent the system from defaulting a normal attack after the special
other scenario:
Joe-Bob engages again with spamming BS1, Magic-Healer retaliates (by default) with a normal attack and than pushes Surpressionfire1, healself, Healthshot1. Since now there is another Combat Special in the Queue, while executing SF1, the system will not add a default attack. the comands will be executed in the order they are given (i.e. SF1, healself, HS1)
related notes:
every time a combat comand is due and the player does not meet the prerequisits for that comand (i.e. HAM costs, stances etc) the comand will get dropped and the system automaticly jumps to the next viable command. i.e. if you have 3 legshot2 in the queue and 1 heal but do not have the HAM costs to execute the LS2, the system will skip all LS2 and go directly to the Heal. This does not include outofrange or lineofsight issues since those are not player-side.Or: if you push the healbutton twice, the system will execute the first heal and give you a "you must wait message" on the second but it will skip the second heal and execute the attack that is in the queue after the 2nd heal instead of it.
/peace will delete all combat moves that are in the queue, specials or default attacks and you will not start attacking after executing /peace until you started the combat queue again which can be either done via /combattarget or a special attack. the way this works is pretty simple: since there is no combat comand in the queue after /peace, the system will not generate a new default attack as the result of an executed attack. note, that the combat queue will still be up, it's just "on hold"
this basicly means:
for scenario 1: the heal command would get executed imediatly after the SF1
for scenario 2: the heal command would get executed imediatly after SF1 but HS1 would get dropped from the queue and Magic-Healer would have to re-add it, after the heal took place.
the drawback is, that depending on lag and how quickly you are reacting, you might loose a combat round beenig /peaced until you fire the next time using /combattarget, /attack or a special so the optimal selfhealing macro would look like this:
/peace;/healdamage self;/attack (or replacing attack with your favorite special) but again there is the drawback, that you either re-enter combat with a default attack or with a special that you pre-defined and that maybe not realy suits the situation.
if you are just healing and have actualy no intentions to get involved in the fight, "/peace;/healdamage" (/healdamage sef) will do the job.
hope this clears some things up.
P.S.: the issue is exactly that healing is not treated as a special move in combat and therefor it does not prevent the default attack that gets added by the system while adding a special after the heal will prevent this and executs the healing comand where it had been given. this is probably the main factor for confusion for when a healing will take place
TEF stands for Temporary Enemy Flag
a TEF can be gained:
- by healing an overt/TEF'ed person
- by trading with an overt/TEF'ed person
- by attacking an NPC of the other faction
- by Deathblowing someone
- by attacking an overt grouped with a covert (to get a TEF allowing the covert to attack you)
how can you tell that you got a TEF?
you can not tell if you got a TEF. you can know that you got a TEF if you do one of the above actions regarding overts but you can not tell if someone else of your own faction got a TEF. If a member of the opposing faction get a TEF you will know, because you will be unable to interact with that person untill the TEF wears off. To my knowledge, neutrals can in no way earn a TEF and therefor can not pass over any TEF, the risk lies only in interacting with a member of your faction, be it overt or covert.
how long does a TEF last?
5 minutes